/Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h
virtual void FinalizeCommand ( const [FMeshBatch](API\Runtime\Engine\FMeshBatch) & MeshBatch, int32 BatchElementIndex, const [FMeshDrawCommandPrimitiveIdInfo](API\Runtime\Renderer\FMeshDrawCommandPrimitiveIdInfo) & IdInfo, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode, [FMeshDrawCommandSortKey](API\Runtime\Renderer\FMeshDrawCommandSortKey) SortKey, EFVisibleMeshDrawCommandFlags Flags, const [FGraphicsMinimalPipelineStateInitializer](API\Runtime\Renderer\FGraphicsMinimalPipelineStateIni-) & PipelineState, const [FMeshProcessorShaders](API\Runtime\Renderer\FMeshProcessorShaders) * ShadersForDebugging, [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) & MeshDrawCommand )